James Korotney (jkorotne++at++pms605.pms.ford.com)
Tue, 13 Jun 1995 10:15:30 -0400
Does performer (or GL) triangulate complex polygons automatically?
And does it do it in hardware? I was under the impression that GL
triangulates higher order polygons in hardware automatically for
optimization of the rastorization. This may be a GL question, but I
am assuming this group will have some answers.
If I have a polygon (consider it a true planar polygon) of 25 vertices,
would it be better to triangulate the polygon and use that, or to use
the higher order polygon? Consider that if I triangulate, each triangle
is a separate entity...no vertex sharing or triangle strips, or anything
like that. Or what about no optimization like strips, but the triangles
can be in a shared vertex mesh (indexed, whatever). Whith this scenario,
and an answer to the above question, what is the better way to go speed wise?
thanks for any input,
James Korotney
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James J. Korotney
Sterling Software
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